Base Class: Barbarian
The Aventari Tundra is home to some of the longest standing tribes of battle-hardened barbarians. This northern portion of Velorum is known to outsiders as the Winterlands, and is feared for the "giant slayers" that patrol there. Locally, however you find a mighty tribe of descendants from the original titans. Utilizing the ancient language of the titans and the power of the mountains, these barbarians infuse their combat abilities with the fierce, harsh nature of their frigid lanscape.
As a show to their attunement to the devastating cold, barbarians of the Winterlands wear minimal clothing with only light furs and leathers. Tattoos depicting the ancient language of the titans as well their history often adorn members of these barbarian tribes.
Titan's Weapon
3rd-level Path of the Winterlands Raider feature
Starting at 3rd level, during a long rest, you can imbue a weapon of your choice with the runes of an ancient mountain titan, naming it and imbuing it with cold magic. While the weapon is on your person, you have resistance to cold damage. Additionally, if this weapon has the one-handed property, it also gains the thrown property, and returns to your hand after hitting or missing an enemy.
Rage of the Frost Titan
3rd-level Path of the Winterlands Raider feature
By 3rd level, your rage grows with the ice magic you’ve become attuned to. When you enter a rage, your bonded weapon glows with a fierce chill to match the intensity of your primal instinct. You gain one rage point when you enter a rage, one rage point whenever you hit a creature with a melee attack from your Titan’s Weapon, or two rage points whenever you land a critical hit with your Titan's Weapon. Your barbarian level determines the maximum number of rage points you can have, as shown in the barbarian class table.
You can expend these rage points to perform special actions or to augment your weapon’s strikes in some way using abilities called Frost Runes. You know three Frost Runes, which are listed under “Frost Runes” below. You can only use one Frost Rune per attack.
You learn two additional Frost Runes of your choice at 7th, 10th, and 14th level. Each time you learn new Frost Runes, you can also replace one Frost Rune you know with a different one.
Saving throws. Some of your Frost Runes require your target to make a saving throw to resist the Frost Rune’s effects. The saving throw DC is calculated as follows:
Frost Rune save DC = 8 + your proficiency bonus + your Constitution modifier.
Frost Runes
3rd-level Path of the Winterlands feature
The frost runes are presented in alphabetical order. If a frost rune requires a level, you must be that level in this class to learn the frost rune.
Block Break
When you take the Attack action on your turn, you can replace one of your melee attacks to try to break the enemy's defenses. By spending 1 rage point, you can force the target to make a Strength saving throw or have their AC reduced by 2 until the start of their next turn.
Concussive Counter
When an enemy misses you with a melee attack, you can spend 2 rage points to make a retaliatory strike against them with your Titan's Weapon. Your attack deals an extra 2d6 cold damage on a hit.
Form of the Frost Titan
As an action, you can spend 7 rage points to cast investiture of ice. You can concentrate on this spell regardless of if you are raging, but it only has a duration of 1 minute.
Freezing Burst
When you attack with your Titan's Weapon, you can spend 3 rage points to imbue it with dormant frost magic. When the attack hits or misses an enemy, that enemy and all creatures within 5 feet of it must make a Constitution saving throw or take 2d6 cold damage, or half as much on a success. The cold damage increases to 4d6 when you reach 14th level in this class.
Frost Rush
When you attack with your Titan's Weapon, you can spend 3 rage points to add a burst of concussive ice to your weapon's momentum. You can propel yourself 15 feet before making this attack, and if it hits, the attack deals an extra 2d6 cold damage. The damage for this ability increases to 4d6 when you reach 14th level in this class.
Frost Wave
When you take the attack action on your turn with your Titan's Weapon, you can replace one of your attacks with a destructive wave of frigid energy. You spend 2 rage points, and each creature within a 15 foot cone in front of you must make a Constitution saving throw, taking 3d6 cold damage on a fail, or half as much on a success.
Frozen Fury
As an action, you can spend 4 rage points to cast the ice storm. You can spend up to two additional rage points to use this ability, for each rage point above 4 you use, you increase the casting level by 1.
Glacial Freeze
When you attack with your Titan's Weapon, you can spend 2 rage points to cause the cold magic within it to reach subzero temperatures. A creature hit by this attack must make a Constitution saving throw or be restrained until the end of their next turn. The effect ends if they are hit by an attack or take fire damage, and any cold damage done to a frozen enemy increases by 1d6.
Ice Shield
When another creature damages you with a melee attack, you can use your reaction and expend one 2 rage points to reduce the damage by an amount equal to one roll of your hit die + your Constitution modifier.
Mountain's Fortitude
As a reaction, when you are forced to make a Constitution saving throw, you can spend 1 rage point to give yourself advantage on the roll.
Mountain's Volley
As an action, you can designate a number of creatures of your choice within range of your thrown weapon. For each creature you chose, spend a rage point, you can make a single attack against each one.
Permafrost
When you attack with your Titan's Weapon, you can spend 1 rage point to imbue the strike with extra cold damage. If you hit with the attack, the attack deals an extra 1d6 cold damage. If you use this Frost Rune again, and haven't taken damage since the last time you used it, the cold damage you deal increases by another 1d6. This damage can continue to stack until you take damage in which the stacks reset.
Suppress Wounds
As a bonus action, you can spend 3 rage points to freeze over a wound, healing you an amount equal to 1d12 + half your barbarian level (rounded down).
Titan's Fortification
As an action, you can spend 8 rage points to cast the wall of ice spell. You can concentrate on this spell as if you weren't raging, but only has a duration of 1 minute. You can spend an additional rage point to cast this spell as if casted as a 7th level spell.
Titan's Frozen Fury
You can spend 7 rage points to cast the cone of cold spell at 5th level. You can spend up to two additional rage points to use this ability, for each rage point above 7 you use, you increase the casting level by 1.
Whirlwind of Frost
As an action, you can designate a number of creatures of your choice within your melee attack range. For each creature you chose, spend a rage point, you can make a single attack against each one.
Frigid Precision
6th-level Path of the Winterlands Raider feature
Beginning at 6th level, the magic bond you have with your weapon allows you more precise control over attacks, even in a rage. You gain a new option to use in place of Reckless Attack. When you are raging and don’t use your reckless attack feature, you can choose to instead attack precisely on your turn. Doing so allows you to add your rage damage modifier to your attack rolls using Strength during this turn, but you don’t add your rage damage modifier when calculating weapon attack damage.
Born of Frost
10th-level Path of the Winterlands Raider
When you reach 10th level, while your Titan’s Weapon is on your person, you no longer suffer the effects of extreme cold. Additionally, you can choose to freeze a 5ft cube of water you make contact with naturally, allowing you to walk on water or create blocks of ice. The ice melts after 1 minute.
Avatar of the Frost Titan
14th-level Path of the Winterlands Raider feature
At 14th level, your attunement of rage to frost has reached its zenith. When you reach the maximum amount of rage points you can hold, you can choose to expend them all, taking on the form of a titan’s avatar. This may look like a growing in size, or an appearance of light blue runes enveloping your body.
You activate this rage as a bonus action, but it doesn’t count against the number of rages you have per day. For the next minute you gain the following benefits on top of your normal rage benefits:
- You gain resistance to all types of damage.
- Your weapon attacks do an extra 1d10 cold damage.
- Any attack roll you make against a creature is a critical hit on a roll of 19 or 20 on the d20.
- Your reach increases by 5ft.
You can use this feature any number of times per day, but everytime this rage ends, you gain two levels of exhaustion.